Riflemen move in and destroy the catapult, much to the ork's dismay. The other squad is out of range.

Marauders get back on their mounts and continue chasing.

Isabella casts a fireball at Gurak.

It hits and turns the ork warlord into a living pyre!

Albrecht gazes in horror as his hated enemy dies in an excruciatingly painful manner. Poor kid's gonna have a real bad PTSD.

The ork's charred husk falls to the ground, dead.Isabella: 'Ahahaha! I thought the green ones were made of sterner stuff!'

Amidst the chaos, Apollyon emerges:

Apollyon: 'What is this madness? Who are those dark warriors? 'Jean-Francois: 'You are a sight for sore eyes, mon ami!'Apollyon: 'You shouldn't have let this happen Jean. Nevertheless, the prince is in peril. All that matters is we get him away from this... slaughter.'JF: 'Oui, our plan was bold, alas the situation got dire and out of hand.'SECRET FACTION UNLOCKED - Apollyon and 2 runeknights - Apollyon himself

First of all, I must address how sad it is that the orks will never have a good hero whose fate and character lasts more than one battle, as they always get mutilated in the most brutal fashion.

SECOND, New stats and rules for Runeknights!

Runeknights

The most powerful knights who could manage to control the power of ancient runic magiks.

Stats:

Runeknight

1d10 skill 7 inch movement 2d6 armor 2 hit points

Special (this is the new bit):• Rune Magik: Activating rune powers is a quick/free action, but only one can be used per turn; runes can be used as response action. One rune power can only be used once in a battle.Runes:• Rune of the Swift Winds: gives 1d6 movement bonus for a turn.• Rune of Shielding: gives 1d6 armor bonus against a strike. Can be used as a reaction.• Rune of Smiting: 6 inch range. Deals 1d6 damage to an opponent. Damage ignores additional armour.

He's not worth saving. Regardless, I will offer the orcs a truce until we've dealt with the Falx.

The Orcs seem to be suffering from Hitokiri syndrom, their heroes never live either. You could use stubby's guidelines and just have Gurak come back. Every time he dies, he becomes more manly. Like for instance next time he could have a charred face (Darth Maul face maybe), then if he dies again he gets a peg-leg, then a hook, then an eyepatch (I'm pretty sure there's an orc face that has an eyepatch), then a mechanical arm, etc... until he's just a floating head in a jar commanding a steampunk mechanical body.